Wow - just tested it and it really looks amazing - the effects are remarkable!

I also totally think you should port this to make some money with it: but I think because of the controls it wouldn't be good for smartphones. Maybe you want to port it to Ouya. That shouldn't be too complicated as it is also java and it surely would be a lot of fun on the big screen!

Right now, I'm aiming only desktop via steam ( if I'm lucky enough to get greenlit ... and that's a big IF ). As I'm not using libgdx at all for the game ( only for the editor's UI ), having it ported to android may not be so simple. But for sure porting it to Ouya is very tempting I'm just a bit afraid by the performance of the tegra3 .. I have no idea how it compares to desktop GPUs, and I'm not sure it would be enough to run my game ( without reducing visual quality ... )

I was also having problems regarding Basique on a laptop with crappy Gl support (game crashed before main menu showed up), but I found that if you take out the #version on the fist line of the shader file, the game works fine.

hmm I'm not really surprised by this error In fact I did something quite hacky in this shader as a quick workaround: testing the texture size using textureSize(...) to determine if a texture is binded .... But textureSize() is only available in GLSL 1.3 which is apparently not supported by your card. So I'm going to fix this in a proper way instead of relying on this dirty hack: I just have to always bind a texture even to draw solid colors ( I'll just bind a white texture in this case ... )

It will be fixed in the next update I'll post .. so you can keep your graphic card

Thanks for testing !

EDIT: just realized that I already fixed this some time ago by just removing the fragment shader which basically does nothing .... I really should post a new version, the one here is quite old ...

I love the light engine! Only suggestion is center the camera on the player, otherwise it's pretty hard to get the hang of the controls. Also I was met with an error having to do with the AI after the session was over:

Cool, really nice work on getting to a point where you can showcase it on Steam Greenlight. Looks really nice.

Thanks, for sure I'm quite happy to have been persistant enough on this project to be able to at least try to be published on steam Being published on steam would be really amazing, but seeing the votes after two days on greenlight I think it will be really hard ...

Thanks, for sure I'm quite happy to have been persistant enough on this project to be able to at least try to be published on steam Being published on steam would be really amazing, but seeing the votes after two days on greenlight I think it will be really hard ...

Keep the updates coming, video's, cool effects, etc, this gives us something to tweet/post about the game and so keeps it in the public eye. Your last update was probably seen by a few thousand ppl on twitter.

I read some comments about people wanting a single-player campaign, thought they were quite silly, but then for some reason I got to thinking of Dungeon Siege and the execrable Space Siege. Neither were really great games, but that's mostly because they ran too much on autopilot (ProgressQuest with graphics, basically). The idea of having seamless and nearly endless levels might make a pretty neat mode for the game, giving some sense of progression through as you unlock the next section and find new enemies and of course cool weapons.

@kappa: Sure you're right. For the last six months I've been working on the editor and I didn't have much to show. Now that I'm back on the game I will publish more updates/videos/screenshots. I will need this to keep the greenlight page alive anyway By the way thanks a lot for tweeting about my game, that's really cool

@sproingie: to tell the truth I'd really love to have a single player / campaign mode in Daedalus. But when I see what is left to do just for the multiplayer ... I think it will be too much work. I'm aiming the end of the year to have the game finished, if I have some time ( a lot actually ) before this date, I'll look into it ... or maybe I'll do this after the game release in the form of an addon ...

@heisenbergman: luckily this game doesn't have the same game mechanic as mine. It seems to be cool, and I'm not saying this only because of the blood and body parts

.. and I invite everybody to listen to Ultroman !

I always keep saying that I will post an update soon ... should be this week end I was able to package the game for windows, linux and mac ( all with bundled JRE ) .. so you'll be the first ones to try it !

- the map editor: this is the main feature I've been working on during the last month. It's 90% finished. What is missing here is an inapp help, because there are quite a lot of keyboard shorcuts that need to be documented somewhere ... and a few things ( like deleting a brush or a map, missing icons ... )- new control mode with a fixed camera- map objects- casted shadows- particle systems that can be created in the map editor- a bit of animation on map objects ( mostly blinking and rotating )- armors- enhancements on bots weapon selection- optional green blood (in options -> player) if you can't stand red blood - all sounds are now custom made ( no more using Quake 3 ones )- new option panel for sound ( global, sfx, music volume ... )- one new ingame music track- replaced truetype fonts by bitmap fonts .. ( to be able to have effects like shadows, outline ... )- windows, linux and macosx dedicated packages with bundled JRE

I tested the mac package on a virtualbox but was not able to really run the game because opengl was not working .. so if you test with a mac please tell me if it works or not

The editor

- how to run it ? - using the jar, run java -jar daedalus-0.2.1.jar -editor - windows and linux bundles have dedicated exe/sh - for mac, you have to go inside the package in Contents/MacOS, and run editor.sh with a terminal ... I can't find a better solution to run it ( because there are two executable in the same package, the main one being daedalus.sh ) so if someone has an idea, please tell me

- where are stored the maps ?They are stored at the same level of the application in res/maps if you have the write permission in the folder, otherwise in your home folder under .shoot/res/maps

- how to use a map in the game ?Once the map is saved, just run the game, your map will appear in the list of available maps. There are no checks in place yet in the map editor to know if the map is valid, so you might be rejected ( or have the game crashed ) when trying to load it To have a valid map, ensure that you have at least one reachable respawn point, that the map is closed with walls, and that you don't have pickable elements in unreachable areas

- keyboard shortcuts ??yes .. there are keyboeard/mouse shortcuts in the editor, here they are : - there is a creation and selection/modification mode, you can switch between these modes using the toolbar icons (cross and pointer) or the right mouse click - to scroll the map use space bar + left mouse click, to zoom the map use space bar + mouse wheel - in creation mode for floor and walls, left Ctrl + left mouse click to delete things, in selection mode ( all brushes ) left Ctrl + left mouse click to move things - depending in the current brush type, you can use the keyboard arrows as shorcuts to modify brush properties. Most of the time, left/right are used to rotate. Up/down is used for changing the intensity of a light. - with the light brush, use the mouse wheel to change the radius

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org